News | Forum | People | FAQ | Links | Search | Register | Log in
Obscurus (TC) -- Input
Howdy, folks, it's Mindcrime.

The Nehahra dude.

As my development of Obscurus is going to begin again very shortly (after a looooong hiatus), I am left with a choice of which engine to build Obscurus off of. I am not keen on working with an engine coder to make Obscurus's own special engine. I'd rather avoid this potential (and probable) headache.

I am not interested in having any additional engine effects. I can do a lot on my own from the progs.dat side.

I have narrowed the engines down to two choices:

A) The Nehahra Engine & Darkplaces

I would build it off the nehahra.exe for my own use, but in the end, of course, it would run off darkplaces as well ((with or without the -nehahra parameter I'm not sure)).

So this gives people two choices. Nehahra.exe or Darkplaces.exe ... seems accomodating.

--OR--

B) Fitzquake - this appears, at least to me, to be the favored engine of mappers...

__

Any input from you mappers/sorry-saps-who-will-end-up-being-the-ones-to-play-the-thing-eventually would be appreciated.

Danke :P
First | Previous | Next | Last
D'oh 
That was "sorry saps who will end up playing the damned thing eventually" . . . . 
FitzQuake 
I've been happy playing FitzQuake. I haven't tried Darkplaces. 
Hot Damn! 
CZG has released a new map and MindCrime has emmerged from the shadows all within the same day.

As for the question, this is my two cents - if you are going for the Old School classic Quake look and feel, FitzQuake is the way to go. If you are making a more modern looking game that at the very least keeps up with the high standards Nehahra has imposed upon us, Dark Places is the way to go.

The proper comparison for Dark Places is not FitzQuake which is a good Quake Build and the only real choice for playing classic levels on, no the proper comparison is the Doom 3 engine. The Doom Engine can handle up to 6 real time lighting sources within a given sector, DP handles 30. Also DP can handle 64k entities per map, and sizes larger than what is expected for Half-Life 2.
It is doubtful that the mappers you recruit will need all of that, but from my own experience with my own DP mod in development the maps I'm making average about 4 times the size of a Quake map equivalant, and I am not even trying to do anything but make modest, Quake oriented maps. It is just I don't have to really think about the constraints that normally come in to play. Though this has been detrimental to my normal methods of mapping (hence the three week delay on my turtle map).

Will Obscurus be as machinima oriented as Nehahra? 
Machinima Oriented 
Uhhh, in a word: NO :)

Whatever cinematics (if there are) will be brief and to the point ... 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.